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Hands-On C++ Game Animation Programming

You're reading from   Hands-On C++ Game Animation Programming Learn modern animation techniques from theory to implementation with C++ and OpenGL

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors FREE CHAPTER 3. Chapter 3: Implementing Matrices 4. Chapter 4: Implementing Quaternions 5. Chapter 5: Implementing Transforms 6. Chapter 6: Building an Abstract Renderer 7. Chapter 7: Exploring the glTF File Format 8. Chapter 8: Creating Curves, Frames, and Tracks 9. Chapter 9: Implementing Animation Clips 10. Chapter 10: Mesh Skinning 11. Chapter 11: Optimizing the Animation Pipeline 12. Chapter 12: Blending between Animations 13. Chapter 13: Implementing Inverse Kinematics 14. Chapter 14: Using Dual Quaternions for Skinning 15. Chapter 15: Rendering Instanced Crowds 16. Other Books You May Enjoy

Simple shaders

The rendering abstraction is done. Before drawing anything, you need to write shaders to direct how things are going to be drawn. In this section, you will write a vertex and a fragment shader. The fragment shader will be used throughout the rest of this book and the vertex shaders used in later sections of this book will be variations of the one presented here.

The vertex shader

The vertex shader is responsible for putting each vertex of a model through the model, view, and projection pipeline and for passing any required lighting data to the fragment shader. Create a new file, static.vert. You will be implementing the vertex shader in this file.

The vertex shader takes three uniforms—a model, a view, and a projection matrix. These uniforms are needed to transform a vertex. Each individual vertex is made up of three attributes—a position, a normal, and some texture coordinates.

The vertex shader outputs three variables to the fragment shader...

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